A first-person, open world, realistic RPG that will take you to Medieval Europe in a time ofgreat upheaval and strife. A humble, young blacksmith loses everything to war. As he triesto fulfill the dying wish of his father, Fate drags him into the thick of a conspiracy to save akidnapped king and stop a bloody conflict. You will wander the world, fighting as a knight,lurking in the shadows as a rogue, or using the bard’s charm to persuade people to yourcause. You will dive deep into a sweeping, epic, nonlinear story from Daniel Vávra, anaward-winning designer from the Mafia series. Our unique, first-person combat system letsyou wield sword or bow in both one-on-one skirmishes and large-scale battles. All of this- and more - brought to life beautifully with next-gen visuals delivered via Cryengine.

Summary

Planned platforms: PC, Xbox One*, PS4*, Mac, Linux

Release date: Q4, 2015 on PC, Max and Linux

Approx. gameplay time: 30 hours (Act 1), 70+ hours (all 3 acts)

* Publishing on closed platforms is subject to approval by the platform holder. This canalso influence release date there.

Features

Non-linear story lets you choose between being a villain or a savior. Every quest canbe solved in multiple ways.

A revolutionary combat systembased on inverse kinematics, the only one of its kindto offer a rich, authentic yet easy-to-control, first-person melee experience. Based onactual 15th century fighting techniques and designed in cooperation with medievalmartial arts experts.

Improve your character. Different play styles - warrior, rogue or bard - can be mixedand matched as you see fit. You can develop your skills, earn new perks, and fine-tuneyour equipment.

Large realistic, medieval-themed, open world landscape covering 3.5 squaremiles and 30 hours of gameplay (in first act, out of 3 total).

Lead the charge in enormous, open field battles and sieges. You are nosuperhero. If you’re going to take on an army of enemies, you better find one of your ownto back you up.

Discover this huge world from horseback or on foot. If you can see it, you can visit it.

A dynamic world comes alive. Every inhabitant plays a role in their communities, andas night follows day, you can watch people work, help them when needed, or try tointerfere in their routine and see what happens.

Build relationships with characters, become a criminal or a local hero, seduce localwomen, threaten your enemies or pardon vanquished opponents.

Create your own weapons, cook, brew up potions, or dig around for silver. All craftingoccurs in-game, using clever mini-games, rather than boring, soulless menus.

A different kind of RPG

You will not find any dragons, half-naked Elven warriors, or wizards in Kingdom Come:

Deliverance. At no point will you have to collect seven pieces of a legendary magic staff todefeat an ancient evil bent on destroying the world with an army of demons. We think thereare enough such games out there.

We want to bring you a strong story rooted in the height of the Middle Ages, brought to lifein all its glory. So what is Kingdom Come: Deliverance? Think of it as Braveheart: TheGame. Majestic castles, armored knights, large, open field battles, and political intrigue setin a vast, emergent world. We want to make the experience as authentic as possible –real-world locations, real castles that don’t look like something from Disneyland, period-accurate armors and costumes, combat and fencing systems designed in collaborationwith the most knowledgeable, skillful swordsmen around, and a story based on actual,historic events.

All this, on a foundation built capably upon the solid game mechanics of a true, hardcoreRPG – nonlinear quests with multiple solutions, branching dialogue choices with points ofno return, several roles to play (warrior, bard, thief), a mountain of different stats, skills,perks, and ultimate character customization details (including 4 layers of clothing and armorin 16 equippable slots!), as well as alchemy and crafting professions, the need to sleep andeat to stay healthy…even food that goes bad if it sits in your inventory for too long!

We’re mixing the freedom and mechanics of Skyrim, the setting of Mount and Blade,the storytelling styles of The Witcher and Red Dead Redemption, and the tough combatdynamics of Dark Souls into a single, gorgeous package. You could say we’d like to giveArmA (a franchise many of us worked on) an RPG makeover, streamlining the systems andcontrols and polishing the overarching world while keeping the unique, genuine feeling of itsaction and environments. Interested?

Story

Our tale is based on historical events and takes place in 15th century Europe.

The year is 1403, and it is most certainly not the best of times. The old king is dead and hisheir is weak. The new king’s brother, hungry for power allies himself with a faction of thenobility that sees this moment as an opportunity for advancement, kidnaps the king,invading the country with an army of his own to plunder this defenseless land. Thearistocracy is divided between which side to support. Civil war is coming...

The hero

In the midst of this plunder and chaos, a son of a blacksmith will emerge as a hero. Hishome destroyed and his family murdered by the invading army, he must redeem his failureto protect those he loved and set things right again. Avenging the dead, safeguarding thekingdom’s rightful ruler, and restoring order will prove no small feat for you or our adventurer.But beware - this is not a fantasy fairytale, and you are not the chosen one! This will be atough, dirty job that only a champion with enough wits and strength will survive.

Freedom of choice

Your character is defined by your choices. Your abilities and stats grow depending on whatyou do. You decide how you want to appear. Every quest can be solved in multiple ways.Branched dialogue trees grant you the freedom to express yourself. Your reputation isbased on your choices, and every choice you make carries appropriate consequences.There are no class restrictions, you can do anything you want to.

Sneak behind enemy lines as an invisiblethief and assassinate the enemy. Stab.Snipe. Strangle from behind. Resolve difficult situations as an invisible phantom, stealingimportant evidence and threatening people to get information.

Win hearts as a popular bard, persuading nobles with your silver tongue and convincingthem to fight one another. Use your wits rather than your muscles to get the job done. Sharedrinks with people, be the funny guy everyone likes… and then stab your rivals in the backwhen they least expect it.

Quests

We’re not trying to create the biggest game ever; we want to concentrate on quality ratherthan quantity. Instead of 200 generic dungeons, we’d like to focus on just a few, craftingeach one as something unique, memorable, and special. Our world is large, but again, thefocus is on creating a natural, organic space, not one so overpopulated (find out moreabout this in our blog, here). The same philosophy applies to quests. We don’t want toinundate players with an insane amount of quests, but rather ensure that those we have arerich in detail, with multiple solutions (including non-violent approaches, where appropriate)suiting different play styles and making an impact on the world.

Death to the tired clichés!

Sick of killing rats in the basement? Or being treated like a messenger, transporting stufffrom point A to point B? So are we! That’s why our quests are different. Play as a medievalinvestigator searching for a mass murderer, lay siege to a bandit fort with an army at yourback, experience epic battles between armored knights, interrogate, bribe, threaten, love,help, fight… It’s up to you to decide what to do. There are multiple ways to finish everyquest - use your sword, quick fingers, or your wit.

Branching dialogue

Conversation is an integral aspect of Kingdom Come: Deliverance, just as important ascombat and just as difficult. It isn’t possible to absent-mindedly click through every dialogueoption. Your time to make decisions is limited, your choices affect your relationships withothers, and you cannot take back what you say. Just like in real life, you have to thinkcarefully about what you say to whom.

Skill-based mini-games

Almost everything that can be turned into a game will be playable – and that extends tocrafting, as well. Blacksmithing doesn’t happen in menus but rather with a hammer at aforge. These mini-games are skill-based and affected by the player’s stats. You’ll be able toforge, sharpen, and repair weapons, create potions and ointments through alchemy, picklocks and pockets, distill alcohol, and prepare food.

The world

Freedom to do whatever you want, whenever you want, whereveryou want

The exploration of the world is free. If you don’t want to play the main quest line, it will “wait”for you, and you can go about exploring the world and doing other stuff – side quests,random events, hunting, crafting, small side stories, and much more. A giant world basedon beautiful, real-world locations

Cryengine allows us to quickly create huge areas of landscape. The world covers approx.9 sq km2 (3.5 sq. miles), with a sprawling city, vast forests, majestic castles, and dozensof villages and hamlets devastated by war. Of course, there will also be undergroundlocations to discover, like mines, secret passages, and catacombs.

Emergent Gameplay

Our world is a living, breathing, and COMPLEX ecosystem, ready to be toyed with.Everything happens for a reason, every character has his/her daily routine, and everyroutine can be affected by the player. Characters are able to react properly to all playeractions and adjust their routines to them.

Advanced reputation and law system

The world will organically react to your deeds. NPCs will report your crimes to authorities, who will punish you for your crimes accordingly, either with a fine, time in jail, or by subjectingyou to the stocks or torture. Crime will affect economics and NPC behavior; people will getsuspicious or aggressive after unresolved crimes. Your reputation will spread by word ofmouth.

Combat

Creating intriguing, enjoyable, first-person melee combat systems has been a real challengefor developers. It's hard to mix easy, intuitive controls with a first-person view and sufficientvariety of moves. Many have tried and failed.

Our combat mechanics are the most challenging feature of our game. They’re based onactual 15th century techniques and designed in cooperation with medieval martial artsexperts to be as authentic as possible. The controls are as intuitive as in first-personshooters and, thanks to a few tricks, we have a large amount of different moves and combos.On top of that, the whole thing is based on real-time physics and inverse kinematics, sowhen you hit something, your hands and weapon, not just your target, react accordingly,which is something that was not possible on last-gen hardware.

Weapons

You can specialize in different fighting styles and weapon classes and will constantly learnnew moves and techniques, as well as unlock new weapons and armors. Every weapon hasits own uses, pros, and cons. The sword is universal, but weak against plate armor; hammers are ideal against plate armor, but weak against sword; the longsword is strong,but slow, and cannot be used from horseback, etc.

We will have several weapon classes: swords, longswords, daggers, sabers, axes,hammers, shields, bows, and crossbows.

Battles and castle sieges

You are no superhero - fighting multiple enemies at the same time is very difficult. It is oftena good idea to have allies at your side (and, at times, a lot of them). Our goal is to have asmany characters in fights as possible and to offer players big battles and castle sieges totake part in. Not many battles, mind you - more like one or two in the first act. For us, abattle is a climax, not a ‘wow’ moment that needs to happen every two minutes. Theprecise scope of these battles and the amount of characters on screen are still things weare evaluating – they are complicated feats to pull off even on next-gen hardware.

Horses

Horses are your primary means of transportation in our sprawling world, but you can fightfrom horseback, as well. War horses can be used as living weapons with special movesand attacks (strafing, running backwards, several different kicks, etc.). Horses also serveas a secondary inventory for the player. We’ll have three types of horses in-game (courser,destrier, rouncey), and each offers different abilities, stats, skills, and perks. Your steedlevels up on its own throughout the journey, and even comes with five slots for armor andattachments.

RPG Systems

What would a role-playing game be without character development and customization?Your character in Kingdom Come: Deliverance will have STATS (Strength, Speed, Agility,Vitality, and Speech), CONDITIONS (Stamina, Health, Hunger, and Sleep), SKILLS(Swordsmanship, Archery, Alchemy, and many others), and PERKS (special combat moves,crafting abilities, or varying advantages). Conditions change as you become injured,exhausted, etc. Stats and skills will increase when you use them. Perks can be unlocked orlearned. Stats and conditions can be temporarily or permanently modified by alchemy. Youmust also eat and sleep - you need to keep your character alive, after all!

Character customization

Thanks to our clothing system, you can create the ultimate armored knight. We have 20slots for weapons, clothes, and attachments, as well as 4 layers (!) of clothing or armor onevery character. That’s a lot of customization options! Different types of armor are effectiveagainst different weapons. Your clothes and their state affect your charisma and reputation,which, in turn, influence NPC reactions toward you. They also affect your visibility and thenoise you produce, which affect your stealth skills.

Early access for backers

Since we are going to self-publish the game and are asking for the help of the community,we are also willing to give something back and develop the game with the community.

What does it mean? In about 6 months, we will release an early build of the game, with onesmaller location (village and a part of the countryside) where you will be able to test coremechanics of the game. We will start with the basic mechanics (interaction with the world,inventory, map, NPC cycles) and we will constantly update this build with new features as weprogress with the development (dialogues, bows, hunting, crafting, combat, horses). This isthe access to Alpha version of the game and it will be available to all tiers from the Barononwards.

When the game is in Beta stage, we will release the full game beta as Early Access on PC(or any other platform where it’s going to be possible) for all backers up from the Knight Tier.

Our backers can influence the development, help us improve the game, and give usfeedback about our game mechanics.

Technology

We are using CryEngine to power our game. It’s a powerful, out-of-the-box toolset that runson all major platforms and allows us to concentrate on the game instead of technology. It'sbeen used to create cutting-edge games like the Crysis trilogy and Ryse, as well as thecrowd-funded project Star Citizen. CryEngine affords us with unparalleled macro and microdetails, including unlimited viewing distance, HD textures on all objects, and a functionalday/night cycle with varying weather patterns, all set in a vast, beautifully lit, seamless world,free of cumbersome load times.

On top of that, we are developing our own proprietary RPG-MAKING TOOLS for easydevelopment of this and any future content, including custom support for game design,animations, branching dialogue, clothing definitions, et al. We plan to release these tools tothe modding community in the future.

We plan to release the game on all major platforms: PC, MAC, Linux and next-gen consoles.

If you pledge for Baron tier and above, you will be free to choose any platform the game willbe released on as your reward. Regarding Early Access to the game, at the moment we canguarantee it only on PC, however we will do our best to make it available on as many otherplatforms as possible.

We are going to aim for simultaneous release on all supported platforms, but we cannotguarantee this for the next-gen consoles where the releases is subject to approval by theplatform holders.

Who are we?

As a studio, Warhorse may be new to this industry, but the people behind it are not. Ourteam has worked on games like Mafia, Mafia 2, ArmA, Operation Flashpoint, Crysis 3,and Forza Horizon, to name a few. Most of us have worked together in the past, so we knoweach other well. As of now, we have about thirty people on staff, which is, of course, notenough to make the kind of large RPG we have in mind in any timely fashion. Ideally, we’dlike to grow our studio to about 75 people for a project of this nature.

Most of us have experience working on open world games (Mafia, Flashpoint), so we’realready quite familiar with the typical challenges, roadblocks, and potential pitfalls that comewith their development. We want to avoid the common mistakes that can bog down a projectof this nature, and that starts with having a clear vision, detailed design, mature technology,efficient internal processes, and an experienced team.

Specifically, our plan asks for another 1,000 months of manpower, which means we needanother 20 months to finish the game (this includes a six-month period for tuning and testing).We also believe that direct input from the community will help us a lot, allowing us to createan experience that people actually want to play, and we’re currently devising ways to maketransparent our development process to Kickstarter backers, as well as non-investors stillinterested in the final product.

If you’d like to learn a little more about our attitude as a company and as game makers, weinvite you to take a look at our blog. In addition, below you’ll find a little information aboutsome of our key team leaders:

Dan Vávra

Director and Design Lead for Mafia, Designer and Screen Writer for Mafia II. Over adecade of industry experience, starting as a 2D artist on 16-bit computers. Nominated for aGame Developers Choice Award for Excellence in Writing for Mafia. Mafia won Game ofthe Year and Best Screenplay awards in a number of countries and has an 89.5% score onGameRankings. Dan’s games have sold more than 5 million copies combined. He alsocontributed to Hidden & Dangerous, among other projects.

Martin Klíma

The author of fantasy pen-and-paper RPG Dragon's Lair. In 1997, Martin founded ALTARInteractive as an Executive Producer. After releasing Fish Fillets in 1997, the studio createdthe real-time strategy game Original War three years later. ALTAR then published the trilogyof UFO: Aftermath, UFO: Aftershock, and UFO: Afterlight. Martin later moved toCodemasters in the UK to work on Operation Flashpoint: Dragon Rising.

Viktor Bocan

Designer and screenwriter of computer games for 17+ years. Started with self-publishedtext games for Atari 800 and then he worked as a lead designer in Bohemia Interactive(Operation Flashpoint: Cold War Crisis, OFP: Resistance). Later Viktor helped to produceArmA, a spiritual successor of Operation Flashpoint, and then worked in 2K Czech on new,not yet announced title. In his spare time, Viktor creates games for 'smaller' platforms,including Nintendo DS, XBL, iOS, etc.

Tomáš Blaho

Tomas was a Senior Graphics Programmer at Illusion Softworks (later 2K Czech), wherehe worked on multiple games, including Mafia 1 & Mafia 2 and Hidden & Dangerous 2. After finishing Top Spin 4 for 2K Czech, he moved on to Playground Games in the UK,working as Senior Graphics Programmer on Forza Horizon. He has a great deal ofexperience with development on non-PC platforms, having worked on Dreamcast, PS2,Xbox, PS3, Xbox 360, and iOS.

Roman Zawada

One of the most accomplished 3D artists in our country. Roman started at BohemiaInteractive working on Operation Flashpoint and later ArmA. He then moved to 2K Czech towork on Mafia 2, and later to Crytek to work on Crysis 3. His intimate knowledge ofCryEngine is especially valuable to our current project.

Why kickstarter?

After seeing our trailer, you might ask: “why are we here? This is a big, expensive gamethat’s sure to cost a lot of money, right? Does no major publisher want it? This soundssuspicious.” The answer to those questions might surprise you.

Warhorse is a comparatively small studio. We now have about thirty people, and it took usmore than eighteen months to develop what you've just seen. All this time, we’ve beenfunded by a private investor, to the tune of almost 1.5 million dollars in total. We hope theproduct you’ve seen reflects that.

Our plan was to develop a prototype, pitch it to publishers, and finish development with thesubsequent money. We tried to do it that way (and you can read about our experiences onour blog), but in essence, even though everybody we met commended our work, praisedour game’s visuals, and believed in our ability to deliver, negotiations would inevitably hit adead end at the point where the publishers' marketing departments got involved. Why?

"Your game is too niche. There’s no magic. People want wizards and dragons."

We beg to differ. The response from players has always been great. We think gamers likehistory – look at the success of Total War, Assassin's Creed, Mount and Blade, and RedDead Redemption. There is no medieval first-person RPG out there, but it does notnecessarily follow that nobody wants one - only that there is no easy box for marketing topigeonhole it in.

Our investor is strong and capable of funding the complete development of ourproject. But he does not follow the game industry very closely, and needs proofthat publishers and marketers are wrong about our game - that you are indeedinterested in a mature, medieval RPG that emphasizes freedom and authenticity.And so we stand, as a studio, at a crossroads. Either those naysayers are right,and there truly is no desire for the game we are making, or we are right. Eitherway, we think Kickstarter is a great way to find out.

The sum we are asking for is about ten percent of our total budget; for our investor,however, it is proof that there is real demand for the game, and that there is a point tokeeping it funded. Every extra dollar will allow us to make the final product that muchbetter because it means more money for development and more support from ourinvestor.

Should our Kickstarter campaign fail, it will mean that we were wrong, that there is nointerest to play a game with the atmosphere of Braveheart, and that we will have to startconsidering working on some mobile MMO, because that's where the money is thesedays (or so everybody tells us). We are, however, positive that our instincts are right.

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No lack of ambition, that's for sure. And there are some good ideas there.

However, a couple of years back I would've probably thought that this looks pretty neat, and I probably would've pledged too. But right now it doesn't seem like something I care too much about as a whole. I'll see what it looks like at release.

Perkele, tiädäksää tuanoini!

"It's easier to tolerate idiots if you do not consider them as stupid people, but exceptionally gifted monkeys."

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No Elves, take my money good sirs. I like what I heard in the Pitch video and have pledged, though I hope we have the choice of character creation (with female options for those whom play them) as the default gentleman is the usual ho-hum protagonist archetype, middle of the road in every sense. Also let a grinder show you how to use a wheel and float a blade properly.

4

Quite an experience to live in misery isn't it? That's what it is to be married with children.

I've seen things you people can't even imagine. Pearly Kings glittering on the Elephant and Castle, Morris Men dancing 'til the last light of midsummer. I watched Druid fires burning in the ruins of Stonehenge, and Yorkshiremen gurning for prizes. All these things will be lost in time, like alopecia on a skinhead. Time for tiffin.

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And add option to play as longbowman/crossbowman. Give option to bypass all that motion captured twitchy melee ballet.

Weapons

You can specialize in different fighting styles and weapon classes and will constantly learn new moves and techniques, as well as unlock new weapons and armors. Every weapon has its own uses, pros, and cons. The sword is universal, but weak against plate armor; hammers are ideal against plate armor, but weak against sword; the longsword is strong, but slow, and cannot be used from horseback, etc.

We will have several weapon classes: swords, longswords, daggers, sabers, axes, hammers, shields, bows, and crossbows.

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No Elves, take my money good sirs. I like what I heard in the Pitch video and have pledged, though I hope we have the choice of character creation (with female options for those whom play them) as the default gentleman is the usual ho-hum protagonist archetype, middle of the road in every sense. Also let a grinder show you how to use a wheel and float a blade properly.

Well, as much as I would agree in a fantasy game, I actually disagree in a realistic medieval game. There is simply no way that a woman could be a fighter in the same way as a man. And if they were the possibility to play as a woman, the complete dialogue had to be changed in order to reflect a warrior woman in the Holy Roman Empire (very, very, very few exceptions are historically proved).....

This is not sexist or anything, it's just a reflection of historical reality. Men fought and died, women took care of the household (and were raped and died as well in war when captured)....you don't have to like it but I think anything else would diminish the realistic scope of the project.

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LordCrash: You'd be surprised, but there were a few women in battles even in the Middle Ages, among them bow hunters on horseback among the Mongolians, strong cross-dressing female warriors in the Balkans, and in France there were a few as well, Joan of Arc, most notably.

Edited January 22, 2014 by IndiraLightfoot

*** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***

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Disguise a al Pope Joan if choosing the Knight class? Certainly add an intriguing aspect to the game, and would not deny any budding Brienne's from playing, but I don't wish to derail the thread with the usual arguments.

Edit: Rogue and Bard shouldn't be a problem I suspect however. Also just as a matter of clarification Joan of Arc never fought in a battle or killed anyone, she served as inspiration and a living banner for the French forces. I'd personally cite the D'Homey Amazon's, though I don't know if that's spelled correctly.

Edited January 22, 2014 by Nonek

Quite an experience to live in misery isn't it? That's what it is to be married with children.

I've seen things you people can't even imagine. Pearly Kings glittering on the Elephant and Castle, Morris Men dancing 'til the last light of midsummer. I watched Druid fires burning in the ruins of Stonehenge, and Yorkshiremen gurning for prizes. All these things will be lost in time, like alopecia on a skinhead. Time for tiffin.

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I just wanted to say that it wasn't the norm that women fought in medieval times, especially in the Holy Roman Empire. You could of course add the possiblity to play as a female but then you had to change a huge load of aspects in the game to keep that believable. Especially since the game has a focus on how people react to your actions, character, dialogue and stuff.

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I just wanted to say that it wasn't the norm that women fought in medieval times, especially in the Holy Roman Empire. You could of course add the possiblity to play as a female but then you had to change a huge load of aspects in the game to keep that believable. Especially since the game has a focus on how people react to your actions, character, dialogue and stuff.

Fair enough! If anything, adding a female pc will certainly lend plenty of opportunities for roleplaying.

*** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***

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I do like that it's set in a more realistic medieval age vs. dragons and elves and all of that, and I think the relative success of M&B shows there's a market for it, although how huge a market (as far as studio backers are concerned) I wouldn't know.

But like someone else said, I'm not usually all that into first person for this sort of combat/RPG game either. Certainly didn't like Skyrim/ES series FPS viewpoint/combat, at any rate. Mount & Blade's horseback riding was awesome, the only game I've ever liked mounted combat in - if that aspect in this game is at least as engaging as M&B, might be worth a look if/when it comes out. Unfortunately I'm generally still burnt out on spending before a product is made/finished ... but I wish them luck.

2

“Things are as they are. Looking out into the universe at night, we make no comparisons between right and wrong stars, nor between well and badly arranged constellations.” – Alan Watts

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Unfortunately I'm generally still burnt out on spending before a product is made/finished ... but I wish them luck.

This is sort of where I'm at as well. A year ago I might have backed this despite it not being directly up my alley. But I've backed a lot of games in the last 2 years, most of which have not released. In order for me to back anything else, it has to be something I'm completely interested in, from someone with a proven track record. I just don't feel like donating my money for a game that is at least 2 years away, made by people I've never heard of, and with some basic gameplay I'm not totally sold on.

All that said, I have a feeling these guys won't have any trouble raising the $300k they've asked for. I know a lot of people who would trip over themselves to play a game like this

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Unfortunately I'm generally still burnt out on spending before a product is made/finished ... but I wish them luck.

This is sort of where I'm at as well. A year ago I might have backed this despite it not being directly up my alley. But I've backed a lot of games in the last 2 years, most of which have not released. In order for me to back anything else, it has to be something I'm completely interested in, from someone with a proven track record. I just don't feel like donating my money for a game that is at least 2 years away, made by people I've never heard of, and with some basic gameplay I'm not totally sold on.

All that said, I have a feeling these guys won't have any trouble raising the $300k they've asked for. I know a lot of people who would trip over themselves to play a game like this

So make sure to let them know

I'm the enemy, 'cause I like to think, I like to read. I'm into freedom of speech, and freedom of choice. I'm the kinda guy that likes to sit in a greasy spoon and wonder, "Gee, should I have the T-bone steak or the jumbo rack of barbecue ribs with the side-order of gravy fries?" I want high cholesterol! I wanna eat bacon, and butter, and buckets of cheese, okay?! I wanna smoke a Cuban cigar the size of Cincinnati in the non-smoking section! I wanna run naked through the street, with green Jell-O all over my body, reading Playboy magazine. Why? Because I suddenly may feel the need to, okay, pal? I've SEEN the future. Do you know what it is? It's a 47-year-old virgin sitting around in his beige pajamas, drinking a banana-broccoli shake, singing "I'm an Oscar Meyer Wiene"

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Quite an experience to live in misery isn't it? That's what it is to be married with children.

I've seen things you people can't even imagine. Pearly Kings glittering on the Elephant and Castle, Morris Men dancing 'til the last light of midsummer. I watched Druid fires burning in the ruins of Stonehenge, and Yorkshiremen gurning for prizes. All these things will be lost in time, like alopecia on a skinhead. Time for tiffin.

Win hearts as a popular bard, persuading nobles with your silver tongue and convincing them to fight one another. Use your wits rather than your muscles to get the job done. Share drinks with people, be the funny guy everyone likes… and then stab your rivals in the back when they least expect it.

Of course putting it on paper, so to speak, and making it work in-game in an interesting and meaningful way are two entirely different things. I hope they can pull it off, because as much as taking a dude off a horse using the back spike on my pole axe is appealing, using more subtle forms of persuasion to get others to fight and kill off each other while you watch is even more satisfying.

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I like the fact that this represents a somewhat other take on KS than the past successfully funded KS-games (except Star Citizen): It's really meant as an incentive for an investor to put his money behind the development instead of attempting to have the whole development funded by backers.

Oh, and good idea to use £ - makes the numbers seem smaller than most of us are used to